121,143 Commits over 4,018 Days - 1.26cph!
[D11][UI] Visual tweaks to the option menu and implemented all option to as nested prefabs
[D11] Junkyard objects removed/scene to prefab
[D11] Added Vertex shading LODs/optimised 19 prefabs in launch site scene
Fixed renderer resetting and skin issue
Properly killing LODGroup
Updated terrain revamp scene to use PlaceCliffs
Early exit if a "good enough" solution has been found (at least X meters long + Y cliffs deep)
Safety exit if recursion goes too deep
Rescaled RetryMultiplier again
Sewer Drainwalls - baked LODs rework
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Added rough initial decor sockets to all v3 cliff prefabs
Supermarket / better distance LOD
[D11] fix some more guids that got trashed in a merge
Fix for AOT issue in LightLoop
[D11] Changes isDelayable to hashset
Rename DecalRecycle to Decal
Strip HDRP DecalProjector from effect decals
added inventory.quickcraftdelay as convar
Sphere tank - complete LOD rework of the monument
Updated NP toolkit plugin
Better distance lighthouse LODs
Bradley loot crate spawn probability tweaks
[D11] [UI] Removed debug lines from map virtual cursor code.
HQM Horse shoe price increase
Outpost vender now sells horse roadsign armor
Instruments that can't play multiple notes can't play a new note until the current note is released
Move held prop handling to LateUpdate
Adjust chassis colliders to match Thai's new models
Fixed animations playing forever on single note instruments (cowbell looping fix)
Working on modular vehicle inventory (module sockets)
merge from map_improvments